Their Own Devices

Player Character Packages

Summary of Starting Power Levels

Age 14 – 40XP+Everyman 15XP (55XP total)

Age 18 – 50XP+Everyman 18XP (68XP total)

Age 22 – 80XP+Everyman 18XP (98XP total)

Starting Package – Age 14

The players start the campaign around age 14, built as extremely low powered heroic characters, with 25XP and a further 15XP from disadvantages. They receive Everyman skills amounting to a further 15XP.

Base 40XP

Everyman 15XP

Disadvantages 15XP

Starting Everymans:

Everyman 1XP Acting

Everyman 1XP Climbing

Everyman 1XP Concealment

Everyman 1XP Conversation

Everyman 1XP Deduction

Everyman 1XP Area Knowledge

Everyman 1XP Paramedics

Everyman 1XP Persuasion

Everyman 1XP Shadowing

Everyman 1XP Stealth

Everyman 1XP TF:Common Motors

Everyman 4XP LS:English(Native)

High School Package

After the first mission, time rolls forward four years and the players have in the interim gained a further 10XP, and 3XP more of Everyman skills.

DMG Training Package

At the end of the second mission, the players have been recruited into the Device Management Group. They then receive training for a total of four years (with a few interruptions), which gains them a total 30XP, including 35XP worth of Disadvantages. There are more disadvantages than gained XP, but that’s the military for you.